The engine is cross platform, but my focus has been on code that works on the lowest common denominator of mobile at 60 fps on low clock settings to preserve battery and heat in VR. Development has been on the Note4 with the first generation innovator GVR. This video was captured on my S7 phone (just upgraded) with my friend's consumer GearVR. I've gone from being consistently able to at least beating the second zone boss and occasionally reaching the third zone boss with one victory against him under my belt, to not even being able to see the first zone boss unless I get lucky with pathfinding and skip all encounters possible, which in turn leads me to being severely underpowered.GearVR Engine Tech Demo For a GearVR game I haven't announced yet This is no longer possible in my game unless I erased my save data, as there doesn't seem to be a system in place to lower the level of enemies encountered if you are consistently dying to them. I'm pretty used to difficult games, but normally challenge can be approached from a training perspective so that you move onto the next most difficult thing when you are prepared and if you hit a wall, you can go back and train yourself on the basics. This system feels extremely punishing, because the only options open to me are to either sink hours into this game perfectly memorising how each AI works, or to grind out the meta upgrades from the architect and chamberlain. Currently zone one is sitting at 2 stars for me and I'm getting annihilated by the very first combat encounter I run into, because it spawns multiple enemies with 2-3 healthbars, plus numerous ranged enemies etc. So it's a feature that if you're a 'top player' the game starts racking up the difficulty in each region, presumably so that you don't have too easy a time in any given zone when you've played the game enough.
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